Write a function called playfreq. This function should accept a frequency f in Hz, synthesize a sound wave using the formula we saw in class: Pt = A * sin(2*pi*f*t). (For this exercise you can set A = 1.0.) Finally, your function should play the sound. To generate values for t, you can use the linspace function. The following will generate 10000 samples over one second: t = linspace(0,1,10000); Plugging this into the formula will yield one second of audio sampled at 10 kHz. You can play this audio back using the sound function: sound(Pt, 10000); To avoid repeating code, create a symbolic constant at the top of your function: FS = 10000; and use FS instead of 10000 in the rest of your function. For really clean code, use a symoblic constant T instead of 1 for the number of seconds in linspace, and a symbolic constant A for the amplitude. The lowest frequency that you can hear really means the lowest that you can hear as a coherent sound, instead of a rapid sequence of blips. You can use a form of binary search to find this lowest frequency. Start at a reasonable power of 2, like 128, which is about the frequency (pitch) of a man's voice. Keep dividing this frequency by 2 until the sound becomes too low-pitched to hear.